Orbis Bug Thread (Old)

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@xalien: you should update to 0.23c. Ahwaric won't take bug reports into account if they're from obsolete version ;)
 
I can verify that the Brigit problem persists in .23c (Brigit unit is not created upon moving to the Brigit held tile)
 
It appears to me that the AI doesn't want to split the stack. Since the ranged units can't move after they use ranged attacks the rest of the army sits still with the ranged units. But the result is that a giant army never moves because I can put one worthless summoned unit next to it every turn which it destroys with ranged attacks but will not advance into the now-empty hex because it would mean splitting the stack.

Good catch there AgentTBC. I guess Ahwaric might have to reprogram ranged attacks to behave like they do in FF (i.e. cost no move points).
 
I can verify that the Brigit problem persists in .23c (Brigit unit is not created upon moving to the Brigit held tile)
Got it.
Orbis:
Code:
def postCombatBrigitHeld(pCaster, pOpponent):
	pPlot = pCaster.plot()
	if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_RING_OF_CARCER'):
		pPlot.setImprovementType(-1)
	pPlayer = gc.getPlayer(pOpponent.getOwner())
	if pPlayer.isHuman():
		t = "TROPHY_FEAT_RESCUE_BRIGIT"
		if not CyGame().isHasTrophy(t):
			CyGame().changeTrophyValue(t, 1)
FF:
Code:
def postCombatBrigitHeld(pCaster, pOpponent):
	pPlot = pCaster.plot()
	if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_RING_OF_CARCER'):
		pPlot.setImprovementType(-1)
	pPlot = pOpponent.plot()
	pPlayer = gc.getPlayer(pOpponent.getOwner())
	if CyGame().getUnitClassCreatedCount(gc.getInfoTypeForString('UNIT_BRIGIT')) == 0:
		newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_BRIGIT'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
		if pPlayer.isHuman():
			t = "TROPHY_FEAT_RESCUE_BRIGIT"
			if not CyGame().isHasTrophy(t):
				CyGame().changeTrophyValue(t, 1)
The Orbis code lacks the "newUnit" part :crazyeye:
 
0.23b
I can't seem to capture equipment. If I kill a unit in a city then equipment drops fine, but if I kill last defender and move in then it vanishes. I also killed Stephanos and got nothing from him. Not using HN units or anything.

I have tested this in 0.23c and it still persists. Remove HN promotion from equipment will solve this problem.
 
Tracked down the first exception
I don't know about the second... I never read the Statistics files...

About the lock-on between turns, I read somewhere that the scions function called each turn can do that... Don't remember where though. It seems like it was a fix...
Yeah, found and fixed the first one. But still looking for the second :(
I have not heard of the scion hangup, guess I will have to look for that fix.
Ok 0.23c now! Not so much a bug, but I'm still seeing as many tigers as lions, wolves, gorillas, and elephants put together. Tigers are all over the place: Lions and wolves extremely rare, and I haven't seen a gorilla yet in 0.23b or 0.23c. Not one! There are a lot of griffins, some elephants, and tons of tigers.
Wolves are killed fast as they are weak, even for a scout. Lions are not that strong either, but both do spawn. I might merge wolf pack with wolves and lion with lion pride, keeping the higher strength. With animal dens, we do not need two units anyway.
Gorillas spawn only in jugle, so are rare and dependant on map script.
So, in short, what spawns depends on the terrain, and only the strong survive to make den and breed.
Withe patch C: I'm having an issue where workers and great people will occasionally despawn for no particular reason.
I've occasionally noticed it the turn after - sometimes a few of the units remain, with the "revived" promotion.
I guess you are playing mechanos and have power plant building in your city? Any chance it melted/exploded?
If not, can you please provide a save?
In 0.22d
Playing as Scions, the AI Lanum built pirate coves in 3 out of his four coastal cities, from the point of view of flavour I would like to see it kept in if possible.
In the same game I had 4 never-ending turns (after Turn 300ish ), cured by reloading from 3 turns back each time; unfortunately by Turn 400ish I was getting CTD's instead .
Glad to hear it works. But still, I have to find a way to fix the worker problem. Maybe just keep cove building, as it is linked to workboat anyway?
It appears to me that the AI doesn't want to split the stack. Since the ranged units can't move after they use ranged attacks the rest of the army sits still with the ranged units.
Ok, I wanted to keep it as a move action to let it behave as a normal attack. But FF just got another point, so I will change it I think... :(
0.23b
I can't seem to capture equipment. If I kill a unit in a city then equipment drops fine, but if I kill last defender and move in then it vanishes. I also killed Stephanos and got nothing from him. Not using HN units or anything.
Ok, as I ahve recently said, fixing one thing causes another bug... Will remove HN from equipment.
@xalien: you should update to 0.23c. Ahwaric won't take bug reports into account if they're from obsolete version ;)
That is not fair!! I have nothing against bug reports, just do not feel like reinstalling orbis just to test a savegame which crashes and hunt for exact cause, when I have just fixed some crashes. See the difference? ;)
So please, post all bugs you find.
The Orbis code lacks the "newUnit" part :crazyeye:
Orbis code is exactly the same as it is in FfH. Guess Brigit has some problems in FfH, too. Or is spawned somewhere else, but have yet to find it.
 
That is not fair!! I have nothing against bug reports, just do not feel like reinstalling orbis just to test a savegame which crashes and hunt for exact cause, when I have just fixed some crashes. See the difference?
Sorry :blush: I just meant that...

Orbis code is exactly the same as it is in FfH. Guess Brigit has some problems in FfH, too. Or is spawned somewhere else, but have yet to find it.
I don't know either. Maybe something with the feat?
 
Sorry :blush: I just meant that...
Hey, don't be sorry, just wanted to clarify... :D

Edit: I have checked the code for ranged combat and the change is quite easy. Unfortunatelly, it means blitz will no longer affect ranged attacks (it would allow unlimited attacks and has to be blocked).
 
Question for both Opera and Awharic

I am currently playing the latest Orbis with the latest LeadersEnhanced ModModMod.

When I encounter repeatable bugs with saves (I get a bunch of pythonExceptions and some other glitches) should I report it here or in the LeadersEnhanced thread?

Also Awharic: will you get the code from Opera to have the option of only major or minor leaders?

Thanks a bunch (of bananas)!
 
Another one with 0.23c unless I'm missing something. Blasting Workshop for Luchuirp doesn't seem to be working. I have a city with Blasting Workshop and Pallens Engine but when I build golems they only get the bonus from Pallens Engine (perfect sight). Shouldn't the golems have Fire II so they can cast fireball? That's what the building description says. I do have fire mana and such, obviously, or I couldn't have built the workshop in the first place.
 
In normal FfH, Brigit isn't spawned, she is captured. Brigit_held has the <Capture>UNITCLASS_BRIGIT</Capture> tag, which means you get a Brigit from killing her the same way you get a worker from killing a worker.

The downside of this is that it HN units cannot capture units this way, so using a shadow to break into the Ring of Carcer could just kill her.
 
Question for both Opera and Awharic

I am currently playing the latest Orbis with the latest LeadersEnhanced ModModMod.

When I encounter repeatable bugs with saves (I get a bunch of pythonExceptions and some other glitches) should I report it here or in the LeadersEnhanced thread?

Also Awharic: will you get the code from Opera to have the option of only major or minor leaders?

Thanks a bunch (of bananas)!
I guess you should try my thread first. I will tell you if it's my additions or not. If it's not, I will report the bug here myself (or you'll do it if I don't).

By the way, I like your avatar and signature :mischief:
 
Another one with 0.23c unless I'm missing something. Blasting Workshop for Luchuirp doesn't seem to be working. I have a city with Blasting Workshop and Pallens Engine but when I build golems they only get the bonus from Pallens Engine (perfect sight). Shouldn't the golems have Fire II so they can cast fireball? That's what the building description says. I do have fire mana and such, obviously, or I couldn't have built the workshop in the first place.
Seems like your golems would get the Accuracy promotion, enabling bombard city.
 
Huh. Okay thanks. The dumb FFH wiki says they get Fire II. I'm not believing anything that says from now on :)
I guess this is right for FFH. With Orbis (and FF?), there is now Ranged Combat. I guess this is why they don't get Fireball anymore. But I may be wrong.
 
The fireball golems were removed because
A: Ahwaric believed that it was unrealistic.
B: Being able to bombard enemies suited the theme better.
 
Is there a way to avoid getting the death mana from the Broken Sepulcher? In my game, I want to settle along a river the Sepulcher is connected to, so I will get the mana. I'm playing a good leader and I want to keep my good relations with my good neighbors...
 
Is there a way to avoid getting the death mana from the Broken Sepulcher? In my game, I want to settle along a river the Sepulcher is connected to, so I will get the mana. I'm playing a good leader and I want to keep my good relations with my good neighbors...

Can't you just give it away to an AI?
 
I guess you are playing mechanos and have power plant building in your city? Any chance it melted/exploded?
If not, can you please provide a save?

Ah, yeah, that would likely be the case, as I was Mechanos and I did indeed have a power plant. I must have missed the message for the explosion. I'll have to find somewhere else to keep my great people safe! :lol:
 
Is there a way to avoid getting the death mana from the Broken Sepulcher? In my game, I want to settle along a river the Sepulcher is connected to, so I will get the mana. I'm playing a good leader and I want to keep my good relations with my good neighbors...

From my experience a lot of Unique feature mana isn't available until you explored the feature. Tower of the eye comes to mind. Isn't the Sepulcher working the same?
 
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